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game_state.py
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# TinyGolf
# Copyright Daniel Schroeder 2023
#
# This file is part of TinyGolf.
#
# TinyGolf is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# TinyGolf is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# TinyGolf. If not, see <https://www.gnu.org/licenses/>.
from time import ticks_ms
import math
import thumbyHardware as th
import utils
import levels
bytes_3x5 = bytearray(
# 0 1 2 3 4 5
b'\x0e\x11\x0e\x12\x1f\x10\x12\x19\x16\x15\x15\x0a\x07\x04\x1f\x17\x15\x0d'
# 6 7 8 9 X /
b'\x1f\x15\x1d\x01\x19\x07\x1f\x15\x1f\x07\x05\x1f\x1b\x04\x1b\x18\x0e\x03')
bytes_arrow_left = bytearray(b'\x04\x0a\x11')
bytes_logo = bytearray(
b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x01\x31\x1d\x07'
b'\x01\x31\x25\x00\x30\x1c\x08\x28\x18\x00\x58\x54\x30\x18\x0c\x00\x00\x00\x1c'
b'\x26\x21\x29\x19\x00\x18\x2c\x24\x1c\x00\x18\x2e\x23\x00\x38\x0e\x05\x01\x02'
b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00')
invmask_logo = bytearray(
b'\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xfc\x84\x80\x80\xc0'
b'\x80\x80\x80\x80\x81\x81\x81\x83\x83\x03\x01\x01\x01\x81\xc1\xe1\xff\xc1\x80'
b'\x80\x80\x80\x80\xc0\x81\x81\x81\x81\xc1\x80\x80\x80\x80\x80\x80\xe0\xf0\xf8'
b'\xf8\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff')
bytes_footer = bytearray(
b'\x00\x60\x80\x60\x00\x90\xf8\x80\x00\x80\x00\x70\x88\x70\x00\x00\x00\x00\x00'
b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x78\xa0\xc0\x00'
b'\x90\xa0\x50\x00\x00\x00\xc0\xa0\x78\x00\xc0\xa0\xf0\x00\xe0\x20\xc0\x00\xb8'
b'\xa8\x68\x00\x80\xb0\x50\x00\x40\xa0\xa0\x00\xf8\x20\xc0\x00')
invmask_footer = bytearray(
b'\x0f\x0f\x0f\x0f\x07\x03\x03\x03\x3f\x3f\x07\x03\x03\x03\x07\xff\xff\xff\xff'
b'\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\xff\x03\x03\x03\x1f\x07'
b'\x07\x07\x07\x07\xff\x1f\x0f\x03\x03\x03\x0f\x07\x07\x07\x0f\x0f\x0f\x03\x03'
b'\x03\x03\x03\x07\x07\x07\x07\x0f\x0f\x0f\x03\x03\x03\x0f\x1f')
@micropython.viper
def smoothstep_f10(x_f10:int) -> int:
if x_f10 < 0:
return 0
if x_f10 > 1024:
return 1024
x2_f20 = x_f10 * x_f10
x3_f20 = (x2_f20 * x_f10 + 0x200) >> 10
return (3 * x2_f20 - 2 * x3_f20 + 0x200) >> 10
def score_before_continue():
score = 0
for i_level in range(utils.save_data.i_level):
score += utils.save_data.arr_level_strokes[i_level] - \
levels.levels[i_level].par
return score
def frame_handler_noop(mgs):
pass
# Sanitizing timestamp deltas in case of GC, for physics logic etc.
DELTA_MIN_MS = const(16)
DELTA_MAX_MS = const(200)
# Bits for buttons in pressed / just-pressed masks
BUTTON_L = const(0x1)
BUTTON_R = const(0x2)
BUTTON_U = const(0x4)
BUTTON_D = const(0x8)
BUTTON_A = const(0x10)
BUTTON_B = const(0x20)
BUTTON_ALL = const(0x3f)
class MicroGolfState:
def __init__(self, game_dir, chunk_data, tr_display, tr_payload, display,
payload, ball):
# Stash provided arguments (with large allocs; outside resources)
self.game_dir = game_dir
self.chunk_data = chunk_data
self.tr_display = tr_display
self.tr_payload = tr_payload
self.display = display
self.payload = payload
# Initialize smaller persistent state
self.ball = ball
self.load_level(0) # sets additional fields
self.continuous_play = False # vs. single-level free play
# Initialize state about current frame
self.frame_handler = frame_handler_noop
self.frame = 0
self.t_ms = ticks_ms()
self.delta_ms = 0
self.show_timestamps = False
# Initialize button state
self.mask_pressed = 0
self.mask_just_pressed = 0
# Initialize higher-level helpers
self.hud = HudRenderer(self)
# Save reset tracking
self.save_reset_hold_ms = 0
@micropython.native
def _set_frame_button_masks(self):
# Get new frame's pressed buttons mask
mask_pressed_new = 0
if th.swL.value() != 1:
mask_pressed_new |= BUTTON_L
if th.swR.value() != 1:
mask_pressed_new |= BUTTON_R
if th.swU.value() != 1:
mask_pressed_new |= BUTTON_U
if th.swD.value() != 1:
mask_pressed_new |= BUTTON_D
if th.swA.value() != 1:
mask_pressed_new |= BUTTON_A
if th.swB.value() != 1:
mask_pressed_new |= BUTTON_B
# Update just-pressed then replace pressed with new mask
self.mask_just_pressed = \
mask_pressed_new & (self.mask_pressed ^ BUTTON_ALL)
self.mask_pressed = mask_pressed_new
def load_level(self, i_level):
# Get level parameters
self.i_level = i_level
self.level = levels.levels[i_level]
# Load level chunks and force update of dependent state
self.chunk_data.load_level(self.level, self.game_dir + "/levels.bin")
self.tr_display.set_chunk_data(self.chunk_data)
self.tr_payload.set_chunk_data(self.chunk_data)
# Reset dependent gameplay state
self.num_strokes = 0
self.ball.set_mask_layer(self.level.mask_layer_tee)
self.ball.reset_location_f10(self.level.xw_tee << 10,
self.level.yw_tee << 10)
self.ball.set_location_hole_f10(self.level.xw_hole << 10,
self.level.yw_hole << 10)
self.ball.reset_velocity_wd_f20(0, 0)
def draw_level(self):
self.tr_display.rasterize_to_display(self.display, self.ball.mask_layer)
def draw_hole(self):
self.ball.draw_hole(self.display, self.tr_display, 0)
def draw_ball(self):
self.ball.draw_ball(self.display, self.tr_display, 1)
def draw_hud(self):
self.hud.draw_hud(self.i_level + 1, self.num_strokes + 1,
self.level.par)
# Draws arrow centered at x, y pointing left (direction=-1) or right (=1)
def draw_action_arrow(self, x, y, direction):
cycle_ms = const(400)
ang = (self.t_ms % (cycle_ms << 1)) * math.pi / float(cycle_ms)
scale = const(2)
off = int(math.sin(ang) * scale) * direction
self.display.blit(bytes_arrow_left, x - 1 + off, y - 2, 3, 5, 0,
int(direction >= 0), 0)
def advance_ball(self):
self.ball.advance(self.delta_ms, self.tr_payload, self.payload,
self.chunk_data.arr_chunk_normal_wd)
def translate_ball_to_screen(self, xs, ys):
ball = self.ball
self.tr_display.set_translate_map_world_to_screen_f10(
ball.xw_f10, ball.yw_f10, xs << 10, ys << 10)
def run_frame(self):
# Update frame count / timing info
self.frame += 1
t_next_ms = ticks_ms()
self.delta_ms = \
max(DELTA_MIN_MS, min(DELTA_MAX_MS, t_next_ms - self.t_ms))
self.t_ms = t_next_ms
utils.timestamp_reset()
utils.timestamp_add()
# Read buttons
self._set_frame_button_masks()
# Handle save reset button hold
if self.mask_pressed == (BUTTON_A | BUTTON_B):
self.save_reset_hold_ms += self.delta_ms
if self.save_reset_hold_ms > 3000:
utils.delete_save()
if utils.use_gray:
self.display.disableGrayscale()
th.reset()
else:
self.save_reset_hold_ms = 0
# Dispatch frame to handler
self.frame_handler(self)
# Finalize frame
utils.timestamp_add()
if self.show_timestamps:
utils.timestamp_display(self.display)
self.display.update()
class AxisHoldTracker:
def __init__(self, button0, button1):
self.button0 = button0
self.button1 = button1
self.button_held = 0
self.just_held = False
self.held_ms = 0
@micropython.native
def reset(self):
self.button_held = 0
self.just_held = False
self.held_ms = 0
@micropython.native
def update(self, mgs):
mask_pressed = mgs.mask_pressed
mask_just_pressed = mgs.mask_just_pressed
if not self.button_held:
mask_just_pressed = mask_pressed
delta_ms = mgs.delta_ms
if mask_just_pressed & self.button0:
self.button_held = self.button0
self.just_held = True
self.held_ms = delta_ms
elif mask_just_pressed & self.button1:
self.button_held = self.button1
self.just_held = True
self.held_ms = delta_ms
elif mask_pressed & self.button_held:
self.just_held = False
self.held_ms += delta_ms
elif self.button_held:
self.button_held = 0
self.just_held = False
self.held_ms = 0
class HudRenderer:
def __init__(self, mgs):
self.buf0 = mgs.display.display.buffer
self.buf1 = mgs.display.display.shading
self.i_buf = 0
@micropython.native
def _reset(self):
self.i_buf = 0
@micropython.native
def _add_col(self, byte_col):
i_buf = self.i_buf
self.buf0[i_buf] = byte_col
self.buf1[i_buf] = 0x00
self.i_buf = i_buf + 1
@micropython.native
def _add_3x5(self, c, byte_col):
i_buf = self.i_buf
buf0 = self.buf0
buf1 = self.buf1
i_chr = 3 * c
for k in range(3):
buf0[i_buf + k] = (bytes_3x5[i_chr + k] << 1) | byte_col
buf1[i_buf + k] = 0x00
self.i_buf = i_buf + 3
@micropython.native
def draw_hud(self, level, stroke, par):
BG = const(0x80)
LINE = const(0xff)
self._reset()
self._add_col(BG)
self._add_3x5(level, BG)
self._add_col(BG)
self._add_col(LINE)
self._add_col(BG)
self._add_3x5(min(10, stroke), BG)
self._add_col(BG)
self._add_3x5(11, BG) # slash
self._add_col(BG)
self._add_3x5(par, BG)
self._add_col(BG)
self._add_col(LINE)
ANGLE_PER_MS_SLOW_F10 = const(15)
ANGLE_PER_MS_FAST_F10 = const(90)
DURATION_SLOW_ANGLE_MS = const(1000)
SCALE_UP_PER_MS = const(1.0006)
SCALE_DOWN_PER_MS = const(0.9994)
SCALE_MIN_F10 = const(128)
SCALE_MAX_F10 = const(1024)
class RotationScaleController:
def __init__(self):
# Initial rotation/scale -- will grab once button is pressed
self.angle_start_wd = 0
self.scale_start_f10 = 1024
# Tracking of LR for rotation, UD for scale
self.tracker_LR = AxisHoldTracker(BUTTON_L, BUTTON_R)
self.tracker_UD = AxisHoldTracker(BUTTON_U, BUTTON_D)
def reset(self):
self.tracker_LR.reset()
self.tracker_UD.reset()
@micropython.native
def control(self, mgs):
tr_display = mgs.tr_display
tracker_LR = self.tracker_LR
tracker_UD = self.tracker_UD
# Update axis tracking
tracker_LR.update(mgs)
tracker_UD.update(mgs)
# Handle rotation
if tracker_LR.just_held:
# Update start angle modified by hold
self.angle_start_wd = tr_display.angle_wd
held_LR = tracker_LR.button_held
if held_LR:
# Translate held_ms to angle delta
held_ms = tracker_LR.held_ms
slow_ms = min(DURATION_SLOW_ANGLE_MS, held_ms)
fast_ms = max(0, held_ms - DURATION_SLOW_ANGLE_MS)
delta_angle = (slow_ms * ANGLE_PER_MS_SLOW_F10 + \
fast_ms * ANGLE_PER_MS_FAST_F10 + 0x200) >> 10
if held_LR == BUTTON_R:
delta_angle = -delta_angle
# Apply delta to start angle and update tr_display
tr_display.set_angle_wd((self.angle_start_wd + delta_angle) % 360)
# Handle scale
if tracker_UD.just_held:
self.scale_start_f10 = tr_display.scale_f10
held_UD = tracker_UD.button_held
if held_UD:
# Translate held_ms to multiplier to apply to starting scale
if held_UD == BUTTON_U:
scale_per_ms = SCALE_UP_PER_MS
else:
scale_per_ms = SCALE_DOWN_PER_MS
coeff_scale_f10 = \
int(math.pow(scale_per_ms, tracker_UD.held_ms) * 1024.0 + 0.5)
scale_f10 = (coeff_scale_f10 * self.scale_start_f10 + 0x200) >> 10
scale_clamped_f10 = \
min(SCALE_MAX_F10, max(SCALE_MIN_F10, scale_f10))
if scale_f10 != scale_clamped_f10:
tracker_UD.reset()
tr_display.set_scale_f10(scale_clamped_f10)
class FrameHandlerMenuScreen:
def __init__(self, lines):
self.lines = lines
# Find first selectable line, if applicable
self.i_line_selected = None
for i_line in range(len(self.lines)):
if not self.lines[i_line][1] is None:
self.i_line_selected = i_line
break
def _step_selected(self, incr):
if self.i_line_selected is None:
return
num_lines = len(self.lines)
for k in range(num_lines):
self.i_line_selected = (self.i_line_selected + incr) % num_lines
if not self.lines[self.i_line_selected][1] is None:
return
def __call__(self, mgs):
mask_just_pressed = mgs.mask_just_pressed
# Draw menu lines of text
mgs.display.fill(0)
for i_line in range(len(self.lines)):
y = i_line << 3
label = self.lines[i_line][0]
if isinstance(label, bytearray):
b = label
w = len(b)
x = 36 - (w >> 1)
mgs.display.blit(b, x, y, w, 8, -1, 0, 0)
else:
text = label
w = (len(text) * 6)
x = 36 - (w >> 1)
mgs.display.drawText(text, x, y, 1)
if i_line == self.i_line_selected:
# Draw selected-line indicator
mgs.draw_action_arrow(x - 5, y + 3, 1)
mgs.draw_action_arrow(x + w + 3, y + 3, -1)
if (mask_just_pressed & BUTTON_A) and not self.i_line_selected is None:
# Activate selected line
self.lines[self.i_line_selected][1](mgs)
elif mask_just_pressed & (BUTTON_U | BUTTON_D):
# Change selection
incr = 1 if mask_just_pressed & BUTTON_D else -1
self._step_selected(incr)
def menu_op_play(mgs):
if utils.save_data.i_level:
lvl = utils.save_data.i_level + 1
score_clamped = min(99, score_before_continue())
menulist_play[4] = (f"(#{lvl}, {score_clamped})", None)
mgs.frame_handler = FrameHandlerMenuScreen(menulist_play)
else:
# No game to choose to continue or not
menu_op_choose_new(mgs)
def menu_op_choose_new(mgs):
mgs.load_level(0)
mgs.continuous_play = True
mgs.frame_handler = FrameHandlerLevelStart(mgs)
def menu_op_choose_continue(mgs):
mgs.load_level(utils.save_data.i_level)
mgs.continuous_play = True
mgs.frame_handler = FrameHandlerLevelStart(mgs)
def menu_op_practice(mgs):
mgs.load_level(0)
mgs.continuous_play = False
mgs.frame_handler = FrameHandlerLevelStart(mgs)
def menu_op_gfx(mgs):
mgs.frame_handler = FrameHandlerMenuScreen(menulist_gfx_choose)
def apply_gfx(mgs, load_as_gray):
utils.save_data.load_as_gray = load_as_gray
utils.save_data.save()
if utils.use_gray == load_as_gray:
# No-op -- return to title
mgs.frame_handler = FrameHandlerAttract(mgs)
return
# User toggled graphics mode -- react accordingly for emu or real device
if utils.is_emulator:
utils.use_gray = load_as_gray
if load_as_gray:
mgs.display.enableGrayscale()
else:
mgs.display.disableGrayscale()
mgs.frame_handler = FrameHandlerAttract(mgs)
else:
mgs.frame_handler = FrameHandlerMenuScreen(menulist_gfx_confirm)
def menu_op_choose_gray(mgs):
apply_gfx(mgs, True)
def menu_op_choose_bw(mgs):
apply_gfx(mgs, False)
def menu_op_dismiss_warn(mgs):
mgs.frame_handler = FrameHandlerMenuScreen(menulist_gfx_confirm)
menulist_home = [
(bytes_logo, None),
("", None),
("play", menu_op_play),
("practice", menu_op_practice),
("graphics", menu_op_gfx),
]
menulist_play = [
("Play Game", None),
("", None),
("new", menu_op_choose_new),
("continue", menu_op_choose_continue),
("", None), # string will be replaced
]
menulist_gfx_choose = [
("Set Graphics", None),
("", None),
("grayscale", menu_op_choose_gray),
("b & w", menu_op_choose_bw),
]
menulist_gfx_confirm = [
("Choice saved", None),
("", None),
("Restart game", None),
("to apply", None),
]
ATTRACT_LVL_WIDTH = const(72)
ATTRACT_LVL_HEIGHT = const(25)
ATTRACT_LVL_XS_MID = const(36)
ATTRACT_LVL_YS_MID = const(22)
ATTRACT_ZOOM_MS = const(1000)
ATTRACT_TOTAL_MS = const(1200)
class FrameHandlerAttract:
def __init__(self, mgs):
# TODO: reload first level?
# Find transform to use before zoom-out (incl. world-space center to
# preserve)
c = mgs.chunk_data
xw_range = c.xw_hi - c.xw_lo
yw_range = c.yw_hi - c.yw_lo
scale_x_f10 = (ATTRACT_LVL_WIDTH << 10) // xw_range
scale_y_f10 = (ATTRACT_LVL_HEIGHT << 10) // yw_range
self.scale0_f10 = min(scale_x_f10, scale_y_f10) * 2
self.scale1_f10 = self.scale0_f10 // 30
self.scale_f10 = self.scale0_f10
self.angle_f10 = 0
self.xw_mid_f10 = (c.xw_lo << 10) + (xw_range << 9)
self.yw_mid_f10 = (c.yw_lo << 10) + (yw_range << 9)
# Wait for button to animate the zoom-out before main menu
self.animate_out = False
self.animate_ms = 0
def __call__(self, mgs):
mask_just_pressed = mgs.mask_just_pressed
mgs.display.fill(0)
# Update transforms and rasterize level
mgs.tr_display.set_angle_wd((self.angle_f10 + 0x200) >> 10)
mgs.tr_display.set_scale_f10(self.scale_f10)
mgs.tr_display.set_translate_map_world_to_screen_f10(
self.xw_mid_f10, self.yw_mid_f10,
ATTRACT_LVL_XS_MID << 10, ATTRACT_LVL_YS_MID << 10)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_ball()
# Draw header/footer
buf0 = mgs.display.display.buffer
buf1 = mgs.display.display.shading
for i in range(72):
buf0[i] = (buf0[i] & invmask_logo[i]) | bytes_logo[i]
buf1[i] &= invmask_logo[i]
buf0[288 + i] = \
(buf0[288 + i] & invmask_footer[i]) | bytes_footer[i]
buf1[288 + i] &= invmask_footer[i]
# Check for button press to move on
if mask_just_pressed:
self.animate_out = True
# If moving on, update animation and maybe go to main menu
self.angle_f10 += mgs.delta_ms * 20
if self.animate_out:
self.animate_ms += mgs.delta_ms
if self.animate_ms > ATTRACT_TOTAL_MS:
mgs.frame_handler = FrameHandlerMenuScreen(menulist_home)
return
linear_f10 = (self.animate_ms << 10) // ATTRACT_ZOOM_MS
c_f10 = smoothstep_f10(linear_f10)
s_f20 = c_f10 * self.scale1_f10 + (1024 - c_f10) * self.scale0_f10
self.scale_f10 = (s_f20 + 0x200) >> 10
XS_BALL_AIM = const(15)
YS_BALL_AIM = const(20)
START_LVL_XS_MID = const(36)
START_LVL_YS_MID = const(24)
START_LVL_WIDTH = const(70)
START_LVL_HEIGHT = const(28)
START_ANIMATION_MS = const(1500)
class FrameHandlerLevelStart:
def __init__(self, mgs):
tr_display = mgs.tr_display
ball = mgs.ball
c = mgs.chunk_data
# Find scale to fit unrotated scene in level-start window
xw_range = c.xw_hi - c.xw_lo
yw_range = c.yw_hi - c.yw_lo
scale_x_f10 = (START_LVL_WIDTH << 10) // xw_range
scale_y_f10 = (START_LVL_HEIGHT << 10) // yw_range
self.scale0_f10 = min(scale_x_f10, scale_y_f10)
self.scale1_f10 = 1024
# Set desired camera transforms and find initial screen-space location
# of ball
tr_display.set_angle_wd(0)
tr_display.set_scale_f10(self.scale0_f10)
tr_display.set_translate_map_world_to_screen_f10(
(c.xw_lo << 10) + (xw_range << 9),
(c.yw_lo << 10) + (yw_range << 9),
START_LVL_XS_MID << 10, START_LVL_YS_MID << 10)
self.xs0_f10, self.ys0_f10 = tr_display.world_to_screen_f10(
ball.xw_f10, ball.yw_f10)
self.xs1_f10 = XS_BALL_AIM << 10
self.ys1_f10 = YS_BALL_AIM << 10
# Wait for button to animate from overview to first-shot framing
self.show_banner = True
self.animate_ms = 0
def __call__(self, mgs):
mask_just_pressed = mgs.mask_just_pressed
# Rasterize current state
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_ball()
if self.show_banner:
# Display level-start banner
mgs.display.drawFilledRectangle(0, 0, 72, 8, 0)
hole = mgs.i_level + 1
par = mgs.level.par
mgs.display.drawText("Hole Par ", 0, 0, 1)
mgs.display.drawText(str(hole), 30, 0, 1)
mgs.display.drawText(str(par), 66, 0, 1)
if not mgs.continuous_play:
# Show next/prev indicator arrows for free-play level select
mgs.draw_action_arrow(3, 20, -1)
mgs.draw_action_arrow(68, 20, 1)
if mask_just_pressed & BUTTON_R:
# Skip to next level
mgs.load_level((mgs.i_level + 1) % len(levels.levels))
mgs.frame_handler = FrameHandlerLevelStart(mgs)
elif mask_just_pressed & BUTTON_L:
# Skip to previous level
mgs.load_level((mgs.i_level - 1) % len(levels.levels))
mgs.frame_handler = FrameHandlerLevelStart(mgs)
if mask_just_pressed & (BUTTON_A | BUTTON_B):
# Start animation
self.show_banner = False
else:
tr_display = mgs.tr_display
ball = mgs.ball
# Advance ms into animation and translate to fraction complete
animate_ms = self.animate_ms + mgs.delta_ms
self.animate_ms = animate_ms
frac_animation_f10 = (animate_ms << 10) // START_ANIMATION_MS
# Get interpolant and update camera
c_f10 = smoothstep_f10(frac_animation_f10)
scale_f20 = c_f10 * self.scale1_f10 + \
(1024 - c_f10) * self.scale0_f10
tr_display.set_scale_f10((scale_f20 + 0x200) >> 10)
xs_f20 = c_f10 * self.xs1_f10 + (1024 - c_f10) * self.xs0_f10
ys_f20 = c_f10 * self.ys1_f10 + (1024 - c_f10) * self.ys0_f10
tr_display.set_translate_map_world_to_screen_f10(
ball.xw_f10, ball.yw_f10,
(xs_f20 + 0x200) >> 10, (ys_f20 + 0x200) >> 10)
# Stop if done animating
if animate_ms > START_ANIMATION_MS:
mgs.frame_handler = FrameHandlerAim(mgs)
BALL_SPEED_AIM_F20 = const(50 << 10)
BALL_SPEED_VIS_LEN_W = const(8)
class FrameHandlerAim:
def __init__(self, mgs, rs_controller=None):
if rs_controller is None:
rs_controller = RotationScaleController()
self.rs_controller = rs_controller
self._reset_ball_velocity(mgs)
mgs.translate_ball_to_screen(XS_BALL_AIM, YS_BALL_AIM)
def _reset_ball_velocity(self, mgs):
# Synchronize ball aim with camera angle
mgs.ball.reset_velocity_wd_f20(-mgs.tr_display.angle_wd % 360,
BALL_SPEED_AIM_F20)
def _draw_ball_velocity(self, mgs):
# Assumes velocity has been set to be parallel with +X screen
len_s = (mgs.tr_display.scale_f10 * BALL_SPEED_VIS_LEN_W + 0x200) >> 10
mgs.display.drawLine(XS_BALL_AIM, YS_BALL_AIM,
XS_BALL_AIM + len_s, YS_BALL_AIM, 1)
def __call__(self, mgs):
mask_just_pressed = mgs.mask_just_pressed
# Rasterize current state
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
self._draw_ball_velocity(mgs)
mgs.draw_ball()
# Update camera and sync ball aim
self.rs_controller.control(mgs)
mgs.translate_ball_to_screen(XS_BALL_AIM, YS_BALL_AIM)
self._reset_ball_velocity(mgs)
mgs.draw_hud()
# Lock aim and move to shot power if requested
if mask_just_pressed & BUTTON_A:
mgs.frame_handler = FrameHandlerPower(mgs)
POWER_SPEED_MIN_F10 = const(20)
POWER_SPEED_MAX_F10 = const(150)
DELTA_POWER_PER_MS_F10 = const(2) # TODO: finer granularity?
class FrameHandlerPower:
def __init__(self, mgs):
self.active_ms = 0
self.power_frac_f10 = 0
@micropython.native
def _update_shot_power(self, mgs):
self.active_ms += mgs.delta_ms
# Calculate accumulated power delta since start, mod 2
p_accum_mod_2_f10 = (self.active_ms * DELTA_POWER_PER_MS_F10) & 0x7ff
# Interpret [0, 1) as increasing and [1, 2) as decreasing to get power
if p_accum_mod_2_f10 < 1024:
self.power_frac_f10 = p_accum_mod_2_f10
else:
self.power_frac_f10 = 2048 - p_accum_mod_2_f10
@micropython.native
def _draw_shot_power(self, mgs):
display = mgs.display
display.drawRectangle(1, 9, 8, 30, 1)
display.drawFilledRectangle(2, 10, 6, 28, 0)
LEN_BAR_MAX = const(26)
len_bar = max(1, (self.power_frac_f10 * LEN_BAR_MAX + 0x200) >> 10)
display.drawFilledRectangle(
3, 11 + LEN_BAR_MAX - len_bar, 4, len_bar, 1)
@micropython.native
def _set_ball_velocity(self, mgs):
power_frac_f10 = self.power_frac_f10
v_w_per_ms_f20 = POWER_SPEED_MAX_F10 * power_frac_f10 + \
POWER_SPEED_MIN_F10 * (1024 - power_frac_f10)
mgs.ball.reset_velocity_wd_f20(mgs.ball.v_angle_wd, v_w_per_ms_f20)
def __call__(self, mgs):
mask_just_pressed = mgs.mask_just_pressed
# Rasterize current state
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_ball()
# Update shot power, visualize it, and apply to ball
self._update_shot_power(mgs)
self._draw_shot_power(mgs)
self._set_ball_velocity(mgs)
mgs.draw_hud()
# Fire ball if requested
if mask_just_pressed & BUTTON_A:
mgs.frame_handler = FrameHandlerRoll(mgs)
class FrameHandlerRoll:
def __init__(self, mgs, rs_controller=None):
if rs_controller is None:
rs_controller = RotationScaleController()
self.rs_controller = rs_controller
def __call__(self, mgs):
# Rasterize current state
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_ball()
# Update camera
self.rs_controller.control(mgs)
# Advance ball per physics and follow with camera
mgs.advance_ball()
mgs.translate_ball_to_screen(XS_BALL_AIM, YS_BALL_AIM)
mgs.draw_hud()
# Respond to stopped ball
if mgs.ball.is_stopped:
if mgs.ball.in_hole:
# Save outcome for continuous play
if mgs.continuous_play:
utils.save_data.arr_level_strokes[mgs.i_level] = \
min(255, mgs.num_strokes + 1)
utils.save_data.i_level = \
(mgs.i_level + 1) % len(levels.levels)
utils.save_data.save()
# Show end-of-level message
mgs.frame_handler = FrameHandlerLevelEnd(mgs)
elif mgs.ball.in_water:
# Handle resetting ball
mgs.frame_handler = FrameHandlerReset(mgs, self.rs_controller)
else:
# Save new position and advance to next stroke
mgs.ball.update_last_shot()
mgs.num_strokes += 1
mgs.frame_handler = FrameHandlerAim(mgs, self.rs_controller)
RESET_FREEZE_MS = const(500)
RESET_ANIMATION_MS = const(1500)
class FrameHandlerReset:
def __init__(self, mgs, rs_controller=None):
if rs_controller is None:
rs_controller = RotationScaleController()
self.rs_controller = rs_controller
# Stash endpoints of camera move
self.xw_0_f10 = mgs.ball.xw_f10
self.yw_0_f10 = mgs.ball.yw_f10
self.xw_1_f10 = mgs.ball.xw_last_shot_f10
self.yw_1_f10 = mgs.ball.yw_last_shot_f10
self.animate_ms = -RESET_FREEZE_MS
def __call__(self, mgs):
# Rasterize state without ball
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_hud()
# Update camera
self.rs_controller.control(mgs)
# Update animation ms and camera transform
self.animate_ms += mgs.delta_ms
frac_animation_f10 = (self.animate_ms << 10) // RESET_ANIMATION_MS
c1_f10 = smoothstep_f10(frac_animation_f10)
c0_f10 = 1024 - c1_f10
xw_f10 = (c0_f10 * self.xw_0_f10 + c1_f10 * self.xw_1_f10 + 0x200) >> 10
yw_f10 = (c0_f10 * self.yw_0_f10 + c1_f10 * self.yw_1_f10 + 0x200) >> 10
mgs.tr_display.set_translate_map_world_to_screen_f10(
xw_f10, yw_f10, XS_BALL_AIM << 10, YS_BALL_AIM << 10)
if self.animate_ms > RESET_ANIMATION_MS:
# Reset ball, update score, and return to aiming
mgs.ball.move_to_last_shot()
mgs.num_strokes += 2
mgs.frame_handler = FrameHandlerAim(mgs, self.rs_controller)
END_LEVEL_BANNER_MS = const(2000)
class FrameHandlerLevelEnd:
def __init__(self, mgs):
strokes = mgs.num_strokes + 1
par = mgs.level.par
diff = strokes - par
self.animate_ms = 0
if strokes == 1:
self.message = "Hole in One!"
elif diff > 3:
self.message = " Ouch... "
elif diff == 3:
self.message = "Triple Bogey"
elif diff == 2:
self.message = "Double Bogey"
elif diff == 1:
self.message = " Bogey "
elif diff == 0:
self.message = " Par "
elif diff == -1:
self.message = " Birdie "
elif diff == -2:
self.message = " Eagle "
elif diff == -3:
self.message = " Albatross "
else:
self.message = " Nice! "
def __call__(self, mgs):
# Rasterize current state
mgs.display.fill(0)
mgs.draw_level()
mgs.draw_hole()
mgs.draw_ball()
mgs.draw_hud()
# Draw banner
mgs.display.drawLine(0, 15, 72, 15, 1)
mgs.display.drawLine(0, 25, 72, 25, 1)
mgs.display.drawFilledRectangle(0, 16, 72, 9, 0)
mgs.display.drawText(self.message, 0, 17, 1)
# Advance ms and stop if done
self.animate_ms += mgs.delta_ms
if self.animate_ms > END_LEVEL_BANNER_MS:
if mgs.continuous_play and mgs.i_level < len(levels.levels) - 1:
# Advance to next level
mgs.load_level((mgs.i_level + 1) % len(levels.levels))
mgs.frame_handler = FrameHandlerLevelStart(mgs)
elif mgs.continuous_play:
# Show score after round
mgs.frame_handler = FrameHandlerScoreCard(mgs)
else:
# Done with free-play level
mgs.frame_handler = FrameHandlerMenuScreen(menulist_home)
def encode_scorecard_num(n):
if n < -9:
return ":)"
elif n > 99:
return ":("
else:
return f"{n:>2}"
class FrameHandlerScoreCard:
def __init__(self, mgs):
# Scorecard geometry
num_levels = len(levels.levels)
width_score_px = 6 * 2 * num_levels - 1
self.max_scroll_px_f10 = (width_score_px - 36) << 10
self.scroll_px_f10 = 0
# Scorecard text and totals
self.str_level = ""
self.str_par = ""
self.str_strokes = ""
self.str_score = ""
sum_par = 0
sum_strokes = 0
sum_score = 0
score = 0
for i_level in range(num_levels):
level = i_level + 1
par = levels.levels[i_level].par
strokes = utils.save_data.arr_level_strokes[i_level]
score = strokes - par
self.str_level += encode_scorecard_num(level)
self.str_par += encode_scorecard_num(par)
self.str_strokes += encode_scorecard_num(strokes)
self.str_score += encode_scorecard_num(score)
sum_par += par
sum_strokes += strokes
sum_score += score
self.str_sum_par = encode_scorecard_num(sum_par)
self.str_sum_strokes = encode_scorecard_num(sum_strokes)
self.str_sum_score = encode_scorecard_num(sum_score)
def __call__(self, mgs):
mgs.display.fill(0)
# Update scroll
delta_scroll_px_f10 = mgs.delta_ms * 50
if mgs.mask_pressed & BUTTON_R:
self.scroll_px_f10 += delta_scroll_px_f10
elif mgs.mask_pressed & BUTTON_L:
self.scroll_px_f10 -= delta_scroll_px_f10
self.scroll_px_f10 = \
min(self.max_scroll_px_f10, max(0, self.scroll_px_f10))
scroll_px = (self.scroll_px_f10 + 0x200) >> 10
# Draw scrolled per-level stuff
x = 20 - scroll_px
mgs.display.drawText(self.str_level, x, 1, 1)
mgs.display.drawText(self.str_par, x, 11, 1)
mgs.display.drawText(self.str_strokes, x, 21, 1)
mgs.display.drawText(self.str_score, x, 31, 1)
# Clear sides of screen
mgs.display.drawFilledRectangle(0, 0, 20, 40, 0)
mgs.display.drawFilledRectangle(56, 0, 72, 40, 0)
# Draw frame
mgs.display.drawLine(0, 9, 72, 9, 1)
mgs.display.drawLine(0, 19, 72, 19, 1)
mgs.display.drawLine(0, 29, 72, 29, 1)
mgs.display.drawLine(58, 0, 58, 40, 1)
# Draw headers and totals
mgs.display.drawText(" # ", 1, 1, 1)
mgs.display.drawText("Par", 1, 11, 1)
mgs.display.drawText("Str", 1, 21, 1)
mgs.display.drawText("Scr", 1, 31, 1)
mgs.display.drawText(self.str_sum_par, 60, 11, 1)
mgs.display.drawText(self.str_sum_strokes, 60, 21, 1)
mgs.display.drawText(self.str_sum_score, 60, 31, 1)
# Draw scroll indicator
mgs.draw_action_arrow(65, 4, 1)
# Move on if requested
if mgs.mask_just_pressed & (BUTTON_A | BUTTON_B):
mgs.frame_handler = FrameHandlerAttract(mgs)